Systems and methods that enable customizable teams for multi-player online games

ABSTRACT

The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable customizable teams for online active games. In an embodiment, the system includes an online game session server system communicatively coupled to a network for access by a plurality of users to establish a plurality of real-time interactive games sessions, wherein each game session includes at least one team and wherein the at least one team may be established in accordance with a preferred composition defined by a user.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.15/601,457, filed May 22, 2017, which is a continuation of U.S. patentapplication Ser. No. 13/973,829 filed Aug. 22, 2013, now U.S. Pat. No.9,687,745, both of which are hereby incorporated by reference in theirentireties for all purposes.

FIELD OF THE INVENTION

The field of the invention relates to multi-user online gaming systems,and more particularly to systems and methods that enable customizableteams for multi-user online games.

BACKGROUND OF THE INVENTION

For competitive, multi-player online games, such as League of Legendsfrom Riot Games (“http://www.leagueoflegends.com/”), one importantaspect to a player's experience (positively or negatively) is teamcomposition. Ideally, the player's team is composed of good,sportsman-like players that complement each other well. On the otherhand, a player's experience may turn negative if teammates beginfighting with one another. For instance, two players may fight over aparticular avatar (or “champion”) or over a particular role available toonly one player on the team in an ideal team composition. Such conflictmay create a negative experience even before a particular game starts.Accordingly, a system that reduces the risk of such conflict may bedesirable.

SUMMARY OF THE INVENTION

The field of the invention relates to multi-user online gaming systems,and more particularly to systems and methods that enable customizableteams for online active games.

In an embodiment, the system includes an online game session serversystem communicatively coupled to a network for access by a plurality ofusers to establish a plurality of real-time interactive games sessions,wherein each game session includes at least one team and wherein the atleast one team may be established in accordance with a preferredcomposition defined by a user.

Other systems, methods, features and advantages of the invention will beor will become apparent to one with skill in the art upon examination ofthe following figures and detailed description. It is intended that allsuch additional systems, methods, features and advantages be includedwithin this description, be within the scope of the invention, and beprotected by the accompanying claims.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to better appreciate how the above-recited and other advantagesand objects of the inventions are obtained, a more particulardescription of the embodiments briefly described above will be renderedby reference to specific embodiments thereof, which are illustrated inthe accompanying drawings. It should be noted that the components in thefigures are not necessarily to scale, emphasis instead being placed uponillustrating the principles of the invention. Moreover, in the figures,like reference numerals designate corresponding parts throughout thedifferent views. However, like parts do not always have like referencenumerals. Moreover, all illustrations are intended to convey concepts,where relative sizes, shapes and other detailed attributes may beillustrated schematically rather than literally or precisely.

FIG. 1a is an exemplary diagram of a multiuser online game system knownin the art;

FIG. 1b is an exemplary user interface known in the art;

FIG. 1c is an exemplary diagram of a game session server known in theart;

FIG. 1d is another exemplary user interface known in the art;

FIG. 2 is an exemplary diagram of a multi-user online game systemaccording to an embodiment of the present invention;

FIG. 3 is an exemplary diagram of a team building server systemaccording to an embodiment of the present invention;

FIG. 4a is an exemplary user interface according to an embodiment of thepresent invention;

FIG. 4b is an exemplary Team Builder Lobby user interface according toan embodiment of the present invention;

FIG. 4c is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 4d is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 4e is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 4f is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 4g is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 4h is another exemplary user interface according to an embodimentof the present invention;

FIG. 5 is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 5a is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 6a is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 6b is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 6c is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 7a is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 7b is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 8a is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 8b is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 8c is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 9 is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 10 is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 11 is another exemplary Team Builder Lobby user interface accordingto an embodiment of the present invention;

FIG. 12 is an electronic process enabling team building for multiuseronline games according to an embodiment of the present invention;

FIG. 13 is another electronic process enabling team building formultiuser online games according to an embodiment of the presentinvention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

State of the Art Systems

Turning to FIG. 1a , a large multiuser online game system 100 over anetwork 1050, such as the Internet, is shown. An example of such a gamesystem 100 known in the art is League of Legends(www.leagueoflegends.com). League of Legends is a session-based,multiplayer online battle-arena game where rival teams compete againstone another for victory on highly stylized battlefields and landscapes,also referred to as maps.

Users can install a League of Legends game client on their personalcomputing device 110 to establish a game session over the network 1050with the game system's 100 datacenter 130, which provides the real-timeonline game interaction with at least one user 110.

The datacenter 130 includes a plurality of server systems operating on aplurality of server machines communicatively coupled to each other viathe network 1050 and/or a secure virtual private network (not shown).The server machines each include one or more processors, memory, anoperating system, an input/output interface and network interface allknown in the art. According to an embodiment, the datacenter 130includes, among other things, a game session server system 140.

Turning to FIG. 1b , an example game client 110 user interface 120 isshown. In certain online games, each user is generally represented by apersonalized graphical avatar in the user interface 120, also referredto as “champion,” (shown as “X” in this example), and the game client110 user interface 120 may show the logical position of one user'savatar, X User 1, relative to another, X User 2 and X User 3 within avirtual landscape. The game client 110 user interface 120 may also showa user's avatar logical position relative to the virtual landscape. Forexample, a user's avatar's position may be at bottom, middle, top,hidden, and so on. Each user's avatar is further given a role, e.g.,assassin, fighter, mage, carry, support, tank, and so on. Each user'savatar may further comprise other abilities, enhancements, and levels.For example, these abilities and enhancements include “spells,”“powers,” “runes,” and “masteries,” and so on. The game client 110 userinterface 120 may also include a chat interface (“Chat Room”) thatenables participating users to communicate with one another beyondinteractions with the avatars (Xs).

Turning to FIG. 1c , a more detailed diagram of a game session serversystem 140 known in the art is shown. The game session server system 140provides the game interaction with the users' game client 110 via thegame client interface 143, which is generally an application interfaceknown in the art accessible over the network 1050 by the game client110, e.g., in a traditional client server model. A game engine 142coupled to the game client interface 143 is included to manage theinteraction between the plurality of users 110 and the game system 100.The game session server system 140 further includes a chat engine 144known in the art that enables the various users 110 participating in aparticular game session to communicate with each other via textmessages. Audio, pictures, and multimedia may also be exchanged with thechat engine 144. Both the game engine 142 interactions as well as thechat messages exchanged can be recorded and stored in a game filesdatabase 141. This enables, among other things, replay and historyanalysis by not only the users but also the administrator and othersystems.

Turning to FIG. 1d , in the game system 100, when a user joins a game,the user must be matched with other users to team up with and/or competeagainst. Options for how the user is matched up with others can bedisplayed, as shown in the user interface 210. A user can specificallyselect his teammates and/or opponents, or the user can allow the system100 to select teammates and/or opponents from a list of active users whohave selected the same option. For example, in Ranked Pick, the system100 may allow the user to select up to one additional teammate and thesystem 100 may match the user with other participants with similarexperience and/or skill level. In Blind Pick, the user may selectanywhere from none to all of the user's teammates and then the system100 may match the user's team with random opponents. Blind Pick may alsoallow the user to specifically select both his teammates and theopponents. With Blind and Ranked Pick, the user may or may not know whothe other participants are, and thus, the user experience may beunpredictable.

Other systems and methods for providing game system 100 are furtherdescribed in U.S. patent application Ser. No. 13/551,338, entitled“SYSTEMS AND METHODS THAT ENABLE PLAYER MATCHING FOR MULTI-PLAYER ONLINEGAMES,” to Lin et al., filed Jul. 17, 2012, which is hereby incorporatedby reference in its entirety.

Preferred Systems

Turning to FIG. 2, an online multi-user game system 1000 according to anembodiment of the present invention is shown. The system 1000 provides ateam building system as will be described below. System 1000 includes adatacenter 1300 having a game session server system 140 as describedabove. The system 1000 also includes game clients 110 configured toaccess the data center 1300 over the network as described above.According to an embodiment, the system 1000 further includes a teambuilding server 1100, also referred to as group finder server,operatively coupled to the game session server system 140, that matchesa player with other active players to form a team, also referred to as agroup, and find opponents for the team for a particular game session,using the systems and methods described below. In this embodiment, ateam comprises a captain and one or more team members.

Turning to FIG. 3, a detailed diagram of a team building server 1100 isshown. The team building server 1100 includes an interface 1120 to thegame session server 140. As will be described in more detail below, theinterface 1120 receives settings for a particular user from the gamesession server 140 to store in a user profile database 1110 as defaultdata for that particular user. The database 1110 may be implemented withtechnology known in the art, such as a relational database and/or objectoriented database. The team building server 1100 also includes a teambuilding engine 1130, also referred to as group finder engine, thatmatches players to form teams and opponents for a particular gamesession, as will be described in more detail below. The team buildingengine 1130 is coupled to the user profile database 1110 and the gamesession server interface 1120.

Preferred Processes

Generally, a player may be a solo player looking for a team to join in agame session. The team building server 1100 then places such solo playerin a solo queue. Such player may also be referred to as a “solo queuer.”Or a player may be a captain looking for other players to form a team. Acaptain often pre-selects some friend players before looking for otherplayers to fill out the rest of the team. The captain and the friendsare referred to as a “premade” group. A friend may be a player that ison a pre-existing list of users associated with the captain. The captainalso proposes a team composition. The team building server 1100 thenattempts to match premades with solo queuers matching the proposedcomposition, and then finds an opponent for this team. According to anembodiment, the team building server 1100 only unlocks the team buildingmode for a player when the player reaches a predetermined level. When aplayer unlocks the team building mode, the team building server 1100 mayprovide a team building tutorial to the player.

Finding a Team as a Solo Queue Player

FIG. 4a through FIG. 4g show the user interfaces provided by the teambuilding server 1100 for a solo player, also referred to as “solo queueplayer,” to find a team. The user interfaces in FIG. 4b through 4g arealso referred to as the Group Finder Lobby, or Team Building Lobby.

Turning to FIG. 4a , a user interface 1200 provided by the team buildingserver 1100 is shown. In the user interface 1200, the player may selectin the PvP (“Player versus Player”) option 1201 how to play with otheronline players. The options include Game Mode option 1202 (e.g.,Classic) and Game Map option 1203 (e.g., Summoner's Rift 5×5, whichrequires a team of 5 players). The user interface 1200 further providesa Group Finder button 1210 under Game Type option 1204 that a player canselect to find a group (find and join and team), or create a group(build a team). When the player selects the Group Finder button 1210,the team building server 1100 provides window 1220 wherein a solo playermay select a Find a Group button 1221 to find and join a team.

Turning to FIG. 4b , a user interface 1300 provided by the team buildingserver 1100 is shown. The user interface 1300 is provided when a soloplayer (e.g., Rayven) selects the Find a Group button 1221 in FIG. 4aabove. The user interface 1300 provides a Select a Champion button 1310wherein the player may select an avatar (champion).

Turning to FIG. 4c , a user interface 1400 provided by the team buildingserver 1100 is shown. The user interface 1400 is provided when theplayer selects the Select a Champion button 1310. As a result, the userinterface 1400 provides a window 1410 showing a plurality of avatars(champions) and their characteristics, and a plurality of skins (notshown) from which the player may select an avatar (e.g., Kennen) torepresent the player in the game. The user interface 1400 furtherprovides a Search function 1420 to search for a particular avatar and/orskin.

Turning to FIG. 4d to FIG. 4g , user interfaces 1500 to 1800 provided bythe team building server 1100 are shown. Once the player selects anavatar and skin (FIG. 4c ), the player next selects a role and aposition for the avatar. The user interface 1500 (FIG. 4d ) provides amenu for the player to select a role for the avatar. Examples of rolesinclude, but not limited to:

-   -   Tank: While not the most damaging characters, tanks are durable,        front-line champions that help lock down enemies and start        fights. They are usually found leading the charge, choosing the        right times and situations to initiate aggression. Many tanks        can also protect squishier teammates by stunning or pushing        around dangerous foes and limiting their damage potential.    -   Fighter: Fighters are durable melee combatants that focus on a        mix of offense and defense. While they do not have as much        utility as a tank or as much damage as an assassin, fighter        damage will add up over time and make them a major threat.    -   Assassin: An assassin is an agile champion that specializes in        seeking out weaker targets and killing them quickly and        mercilessly. Focused around infiltration, deception, and high        damage abilities, assassins are the lone wolves of the league        who bring instant death upon weaker targets.    -   Mage: Mages focus on doing high ability damage at        range—sacrificing defense to do so. Bringing high damage        potential, utility and area-effect, mages can lock down entire        areas, quickly destroy a valuable target, or capitalize on        clumped-up foes to decimate the opposing team.    -   Support: A support is a champion who specializes in deferring        some of its own power to augment the power of its allies. A        support can assist its teammates by more direct means such as        healing an ally or increasing that ally's damage, or can be        effective by creating combat opportunities for its ally through        strong control abilities. A skilled support can give its team        the edge it needs to claim victory.    -   Marksman: A marksman is a ranged attacker that sacrifices        defensive power and utility to focus on dealing continuous        damage upon individual targets. Typically focused on using their        basic attacks more than their abilities, marksmen scale to        devastating levels of damage in the late phase of any game.

FIG. 4e shows a user interface 1600 which provides a menu 1610 for theplayer to select a position for the avatar in the game landscape (ormap, e.g., Summoner's Rift). Examples of positions include, but notlimited to, bottom, jungle, middle, and top. In the example in FIG. 4f ,the player selects the middle position for the avatar. As a result, theavatar is shown in a middle position (sometime referred to as “lane”) inthe map 1710. The user interface 1700 in FIG. 4f further provides one ormore menus 1720, each having at least one spell from which the playermay select for the avatar.

FIG. 4g shows a user interface 1800 which provides a menu 1810 for theplayer to select a rune page for the avatar, and a menu 1820 for theplayer to select a mastery page for the avatar. After the player hasselected the composition (champion-role-position, orchampion-role-position-spells-runes-masteries, and so on) of the avatar,the team building server 1100 provides an estimated wait time (alsoreferred to as “queue time”) 1830 for the player to find a matching teamto join. The estimated wait time 1830 may be pre-determined. Theestimated wait time 1830 may also be calculated based on historicaldata. For example, the team building server 1100 may calculate anestimated wait time of 3 minutes for a solo queuer having a championwith the composition of Kennen-fighter-middle and having a certain skilllevel. If the player changes the champion, role or position, the teambuilding server 1100 will update the estimated wait time. Alternatively,the team building server 1100 may calculate and provide descriptiveestimated wait time such as “short,” “moderate,” “long,” “extremelylong,” and so on. The player may accept the estimated wait time andselect the Find Group button 1840. As a result, the team building server1100 will place the player in the solo player queue. The player may alsodecide not to proceed to find a team (group) and select the Quit button1850, which will bring the player back to the user interface 1200 (FIG.4a ) to attempt another team finding process. The user interfaces 1300to 1700 also each provide a similar Quit option, which also brings theplayer back to the user interfaces 1200. As such, the player may quitthe process at any time to restart the team finding process.

Turning to FIG. 4h , a user interface 1900 provided by the team buildingserver 1100 is shown. After the player selects the Find Group button1840 (FIG. 4g ), the team building server 1100 places the player in thewait lobby 1910 while the team building server 1100 attempts to find amatching team for the player. When the team building server 1100 finds amatching team for the player, the player may either select the Acceptbutton 1920 to accept the team, or the Decline button 1930 to declinethe team.

Turning to FIG. 5, a user interface 2000 provided by the team buildingserver 1100 after the player accepts the team found by the team buildingserver 1100 (FIG. 4h ) is shown. Generally, the user interface 2000shows the team that the team building server 1100 found for the player.It is noted that the user interface 2000 may place the player back intothe Group Finder Lobby described above. In the example in FIG. 5, theteam building server 1100 has found a team with five members, includingthe player. The captain 2010 of the team may be shown at the top of theteam member list 2001, while the players may be shown at the bottom ofthe team member list 2001. The champion, role, position, spells, rune,mastery, and so on, of each member player are also shown. The userinterface 2000 also shows the Ready/Not Ready status 2020 of each memberplayer. The Ready status (not shown) generally means the member playeris present and ready to play. The selected position of each memberplayer is shown in the map 2030. For example, the map 2030 shows theteam having the captain at the top position, one team member in thejungle position, two team members in the middle position, and one teammember in the bottom position. The player may review the information inthe user interface 2000 and decide whether to Quit 2040, Find AnotherGroup 2050, or let the team building server 1100 and other team membersknow that the player is Ready 2060 to play. According to an embodiment,the Ready button 2060 is not available for the player to select untilall members of the team have been found, and no member has selected toquit the team.

The user interface 2000 further provides a chat function 2070 formembers to chat with one another. The window 2080 shows the chatmessages as well as other activities and statuses of all members.

Turning to FIG. 5a , according to an embodiment, the system may provideand place the player in the user interface 2100 while the team buildingserver 1100 is still attempting to find all members for the team. Theuser interface 2100 shows the team members that have been found, and theone or more open slots with the desired role-position 2110 that the teambuilding server 1100 is still attempting to find.

Turning to FIG. 6a to FIG. 6c , as indicated above, any member of theteam may select to quit the Team Builder Lobby any time before the gamestarts, e.g., while waiting for all members to be ready. When a memberquits the team, the user interface 6000 provided by the team buildingserver 1100 removes the champion of that member in the team member list2001, and the window 2080 will provide an updated message showing whichmember has quit. The team building server 1100 may provide a count-downtimer 6010 before it starts to attempt a search for another player forthe team (FIG. 6a ). The team building server 1100 may also provide anestimated wait time to find a new player for the team. The team buildingserver 1100 may indicate that a new player is being searched for (FIG.6b ). When a new player 6020 has been found for the team (FIG. 6c ), thechampion, role and position of the new player are displayed in the teammember list 2001. The new player's champion (avatar) is also shown inthe map 2030. The window 2080 will provide an updated message showingthe new player has just entered the team (FIG. 7a ).

Turning to FIG. 7a and FIG. 7b , when all team members have selected theReady button 2060, the Ready/Not Ready status 2020 for each team memberwill show as Ready (FIG. 7b ). When all team members are ready, thecaptain of the team may initiate matchmaking (as will be described inmore detail below) wherein the team building server 1100 will find anopposing team. When the team building server 1100 finds an opposingteam, a counter 7010 will start counting down from a predeterminednumber of seconds, e.g., 5 seconds. After the counter 7010 counts downto zero, the team building server 1100 places the team into a game. Anyteam member can cancel the countdown by selecting the Not Ready 7020option. The cancellation of the countdown will put all members of theteam back into the Not Ready status 2020.

Finding a Team as a Premade Group

It is noted that a player may be a captain. A player may opt to be ateam captain or invited to be one based on the player's history orsupport from other players. As shown in FIG. 4a , a captain may selectthe Create a Group button 1222 to build a team. According to anembodiment, after the captain selects the Create a Group button 1222,the team building server 1100 also provides the captain with userinterfaces 1300 to 1800, as shown in FIG. 4b to FIG. 4g above, so thatthe captain may also select his avatar, role, position, spells, runes,masteries, and so on. As such, this process is similar to that of thesolo queuer.

Turning to FIG. 8a , a user interface 8000 provided by the team buildingserver 1100 is shown. According to an embodiment, after the captain hasselected his avatar, role, position, spells, runes, masteries, and soon, the team building server 1100 may require that the captain invite atleast one friend (player) to form a group of at least two players,before the captain can use the team building function of the teambuilding server 1100. The user interface 8000 provides the Invite button8010 for the captain to invite at least one friend.

Turning to FIG. 8b and FIG. 8c , the user interfaces 8100 and 8200 areprovided by the team building server 1100 after the captain selects toinvite at least one friend. The captain may type a name in the window8110. The team building server 1100 will search for the friend anddisplay the found friend in the Available Players list 8020. Accordingto an embodiment, the team building server 1100 retrieves and displaysall the friends of the captain in the Available Players list 8020.

To invite a particular friend, the captain first selects the friend'sname or an Add button 8120, e.g., a plus sign. The team building server1100 will then add the friend to the Invite List 8130 (FIG. 8c ). Whenthe captain has found one or more friends that the captain wants toinvite, with their names shown in the Invite List 8130, the captain mayselect the Invite Players button 8210 to initiate the invitation. Thecaptain may also remove a friend from the Invite List 8130 by selectingthe Remove button 8220, e.g., an X sign.

Turning to FIG. 9, a user interface 9000 provided by the team buildingserver 1100 is shown. After the captain initiates the invitation asshown in FIG. 8c , the team building server 1100 returns the captain tothe user interface 9000, showing the invited friends in the Invited list9030. In the example in FIG. 9, the friend “SuperDave” has accepted theinvitation. A window 9010 shows the number of team members still neededfor the team. For example, in a game session with the team size of five,and the team already has the captain and a friend, the window 9010 willshow 3 more members are needed, e.g., “3 pending.” The captain mayselect the Invite More button 9040 to attempt inviting more friends.Alternatively, the captain may select the Find Solo Players button 9020to find other players for the team.

According to an embodiment, to find other solo players for a team, theteam building server 1100 requires that the team must already have atleast two members, also referred to as a premade group, e.g., a captainand another invited friend. Once a friend accepts the invitation, thefriend is required to select a role and a position. The roles and thepositions of the captain and the invited friend are locked when thecaptain selects the Find Solo Players button 9020 to initiate the searchfor other players. A captain can remove invited friends from the TeamBuilder Lobby. However, if the captain removes all friends from thelobby, the team building server 1100 may prevent the captain fromproceeding to find solo players as a solo captain. For example, the teambuilding server 1100 may shut down the Team Builder Lobby. One reasonfor shutting down the lobby when a captain removes all friends from thelobby is because of certain toxic or negative behaviors being displayedin the chat window 2080.

Turning to FIG. 10, when the captain selects the Find Solo Playersbutton 9020, the user interface 10000 is provided by the team buildingserver 1100 for the captain to select the desired roles and positions ofthe missing team members. After selecting the desired roles andpositions, the captain may select the Search button 10010 to initiatethe search for solo players with the matching desired roles andpositions. In one embodiment, a captain only needs to select the desiredrole and position for one other position before initiating a search forsolo players. In such an embodiment, the team building server 1100 willattempt to match a player with the open position without regard to role.

In an embodiment, when there are one or more open slots in the team, theteam building server 1100 may provide a “cool-down” countdown timer (notshown), e.g., 15 seconds. When this timer reaches zero, the teambuilding server 1100 will start the search for solo players matching thedesired roles and positions. For each player that the captain declines,or each invited friend that the captain removes from the Team BuilderLobby, the electronic cool-down timer's start value increases by apredetermined amount, e.g., one second, up to a cap limit, e.g., 30seconds. The cool-down timer may be global. Or there may be associatedtimers each associated with an open slot. The cool-down timer's startvalue may be reset with a new Team Building Lobby. For example, if thecool-down timer starts at 0 second, if the captain declines threeplayers and kicks two players, the count-down timer may increase to 5seconds. In an example, as the captain declines a player, a slot becomesopen. The cool-down timer starts to count down. When it reaches zero,the team building server 1100 starts searching for a new player.

Turning to FIG. 11, a user interface 11000 is provided by the teambuilding server 1100 when the team building server 1100 has foundmatching players for the team. For each matching player found, the teambuilding server 1100 displays the name, role and position of the newplayer, and provides a counter 11010 for the captain to decide whetherto accept or decline the new player. If the captain does not make adecision when the counter expires (counts down to zero), the teambuilding server 1100 may default to decline (auto-decline), and initiateanother search for a player with role and position matching those of thedeclined player. Alternatively, the team building server 1100 maydefault to acceptance (auto-accept) if the captain does not make adecision when the counter expires. According to an embodiment, if apredetermined number of auto-declines is reached, the team buildingserver 1100 may close the Team Builder Lobby and may send the captain amessage. In this situation, the team building server 1100 may keeprecords of the number of auto-declines in the captain's profile in theuser profile database 1110.

When a player is declined, either by auto-decline or by the captain,that player may not be aware that he is suggested to the captain and isdeclined, and remains in the solo queue. When a player is accepted, theteam building server 1100 places that player in the Team Builder Lobby.The accepted player may chat with other team members via the Chat window11020. According to an embodiment, only the captain can accept ordecline players. Alternatively, the team building server 1100 may allowone or more suggested team members to accept or decline players. Forexample, the team building server 1100 may allow for a vote by theexisting team members on whether or not to admit new players. When aplayer is accepted, the player is slotted into the Team Builder Lobbyand can begin chatting with other team members. The visual presentationof the player may change to indicate that the player has been accepted.

When a player is declined, the team building server 1100 may excludethat player's avatar from further suggestion to the same team. Forexample, if the captain is searching for a marksman-bottom, and if theteam building server 1100 suggests a player having Ashe as avatar(champion) and marksman-bottom, but the captain declines that player,the team building server 1100 may not suggest anymore Ashe players tothe team.

The captain declines a player by selecting the decline button 11060, oraccepts a player by selecting the accept button 11050. Once the captainhas accepted all players, the captain may select the Play Game button11030 to start the game with the current team. For each player, the teambuilding server 1100 saves the player's champion, role, position,spells, rune and mastery pages in the player's profile in the userprofile database 1110. The team building server 1100 may use these asdefault selections when a solo player enters the Team Building Lobbynext time, also referred to as re-queuing. Alternatively, the teambuilding server 1100 may save the information as soon as a solo playerqueues up. In this way, the information is saved even if the playerquits the lobby before a team is found, or before the game starts.

When a captain re-queues as a captain, and wants to build another team,the team building server 1100 may default the captain's champion, role,position, rune page, mastery page and summoner spells to the previousselection as saved in the captain's profile. As a result, the captainmay immediately start inviting friends to the Team Builder Lobby. Theteam building server 1100 may also default the invited friends'champions, roles, positions, rune pages, mastery pages and summonerspells to the previous selections as saved in the friends' profiles.However, the friends may select to change any of their defaultselections. As described above, the captain may now select the Find SoloPlayers button 9020 (FIG. 9), which locks in the captain's and friends'selections. The team building server 1100 then takes the currentparticipants in the lobby and compare with the captain's previous lobbyconfiguration. For example, if the previous configuration has amage-middle, marksman-bottom, support-bottom, fighter-top, tank-jungler,and the current configuration of captain+two friends has a mage-middle,marksman-bottom and support-bottom, then the team building server 1100automatically selects fighter-top and tank-jungler for the remainingslots. If the team building server 1100 cannot match a currentchampion/position combination with one of the previous configuration'soptions, then the captain may manually setup the slots again.

Another example is illustrated below:

Previous Configuration Current Configuration Mage-Mid → CaptainFighter-Top Marksman-Bot Friend 1 Support-Bot Tank-Jungler Friend 2Marksman-Bot Fighter-Top Support-Bot

Team Builder automatically configures the remaining slots FinalComposition Random 1 Mage-Mid → Captain Fighter-Top Random 2Tank-Jungler Friend 1 Support-Bot Friend 2 Marksman-Bot Random 1Mage-Mid Random 2 Tank-Jungler

The team building server 1100 saves the configuration in the captain'sprofile after the captain selects the Find Solo Players button 9020 andbefore the system starts the search for matching solo queuers. Forexample, the team building server 1100 will not save any configurationwhile the captain is inviting friends, as the invited friends may quitbefore the team composition has been locked in. However, when thecaptain sets the team composition and selects the Find Solo Playersbutton 9020 to start searching for solo queuers, the team buildingserver 1100 will save the configuration.

According to an embodiment, if the team building server 1100 allows asolo player to be team captain, e.g., with a minimum number of onemember, the team building server 1100 still saves the configuration.

Penalties.

It is noted that all user interfaces provided by the team buildingserver 1100 have an option similar to the Quit option 11040 so that anyplayer, including the captain, may select to leave the Team BuilderLobby at any time. However, according to an embodiment, the teambuilding server 1100 may establish associated penalties when playersleave a predetermined number of lobbies within a predetermined period oftime, or when captains decline a predetermined number of players withina predetermined period of time. The team building server 1100 may alsoapply these penalties when a friend leaves a captain's lobby, forexample, to prevent a friend (as captain) escape penalty by havinganother friend leave the Team Builder Lobby to restart the searchprocess.

In an embodiment, when a lobby has had a predetermined number ofplayers, e.g., 10, manually leave that lobby, the team building server1100 “unlocks” this lobby so that other players may enter and leave thislobby without penalty. An example is when a captain has a veryunorthodox or unusual team composition, the team building server 1100does not penalize players for leaving such lobby. The team buildingserver 1100 may provide a visual indication in one or more userinterfaces herein to indicate that the lobby is unlocked.

The team building server 1100 may also implement Abuse penalties for allplayers. Each player starts with a default Group Finder Abuse (or “GFA”)score of zero. This is a global score which is stored in the player'sprofile, and persists across game sessions. Each time a player commitsan abusive action during the team building (or Group Finder) process,that player's GFA score will increase by a predetermined amount. Theamount may vary based on the type of abusive action. When a player's GFAscore reaches a predetermined limit, e.g., 1000, the team buildingserver 1100 may place that player in timeout mode, during which timethat player may not use the team building feature. The timeout periodmay be a predetermined length of time, e.g., three hours. In anembodiment, the team building server 1100 may decrease the player's GFAscore by a predetermined amount when placing that player in timeoutmode.

On the other hand, each time the player performs an action which helpsmove along the team building process, that player's GFA score willdecrease by a predetermined amount, also referred to as GFA Decay. Theamount may vary based on the type of action. In an embodiment, the teambuilding server 1100 may also implement GFA Decay when the player playsgame sessions not via the Team Builder Lobby.

If a captain's GFA score reaches a high limit, e.g., 1000, while usingthe Team Builder Lobby, the team building server 1100 may allow the gameto still proceed and finish, and apply penalties at the end of the gamesession.

The GFA score may become negative and is capped when it reaches apredetermined negative score. According to an embodiment, the teambuilding server 1100 may not activate the GFA function, and allows asystem administrator to toggle the GFA function on or off. All thepredetermined amounts, limits, and hours mentioned herein may beconfigurable by a system administrator. Examples of these predeterminedamounts and limits are, but not limited to: GFA Adjustments

Captain Perspective

-   -   Captain manually “Declines” a player=GFA+1    -   Captain away from keyboards (AFKs) and “Declines” a player=GFA+2    -   Captain manually “Kicks” a player=GFA+3    -   Captain manually “Accepts” a player=GFA−1    -   Captain abandons the group and exits Team Builder=GFA+4    -   Captain successfully completes a game via Team Builder=GFA−5    -   Captain away from keyboard (AFKs) and players leave lobby=GFA+6

Solo Perspective

-   -   Solo manually leaves a Team Builder lobby and exits Team        Builder=GFA+3    -   Solo manually re-queues for another group=GFA+8    -   Solo manually declines a group that has accepted them=GFA+1    -   Solo AFKs and “Declines” a group=GFA+2    -   Solo successfully completes a Team Builder game=GFA−5

Friend Perspective

-   -   Friend abandons the group and exits Team Builder=GFA+5    -   Friend successfully completes a game via Team Builder=GFA−2

After a game session, which was started via the Team Builder Lobby, ifthe captain selects the Play Again button (not shown), the team buildingserver 1100 will present a pop-up to the other players re-inviting themto a new Team Builder Lobby. For example, the pop-up may comprise “Wouldyou like to play another Group Finder match with the teammates from yourlast game?” In the Team Builder Lobby, the players will have theirconfigurations defaulted to the previous team composition they played.If only a subset of the players join the new Team Builder Lobby, theteam building server 1100 sets the remaining slots according to there-queuing as a captain logic above. According to an embodiment, theteam building server 1100 may not allow solo players and premade friendsselect the Play Again button.

In addition to using the role-position composition to find matchingplayers, the team building server 1100 may use other metrics, e.g.,summoner level, number of wins, number of times a player has played achampion, number of times a player has played a role in Team Builder,number of times a player has played a game via Team Builder, a player'sTeam Builder leave score, a player's captain decline score, a player'scaptain kick score, player's honor score, and so on. For each teamformed via Team Builder Lobby, the team building server 1100 maycalculate the averages for these metrics to find solo teammates. Oncethe team is fully formed, the team building server 1100 may re-calculatethe averages for these metrics to find the opposing team. The teambuilding server 1100 will attempt to find teammates (or opposing teams)as close to the averages as possible.

When there are many groups looking for new teammates, the team buildingserver 1100 may prioritize groups that are almost complete, or closer tocompletion. There may be certain times when the entire Team Builderqueue is full of solo queue players and a shortage of captains. In suchsituation, the average queue time of the entire system may exceed a timelimit, e.g., 10 minutes, due to a gross mismatch in the availability ofcaptains and solo players, the team building server 1100 may allow soloplayers to become captains and create lobbies. The team building server1100 presents a pop-up message asking the players whether they wouldlike to be captain with the ability to set a team composition andrecruit teammates.

The team building server 1100 may also keep performance metrics, or keyperformance indicators (KPIs). These metrics include, but are notlimited to, average time to successfully build and start a game, teambuilding failures, percentage of successes, average time to find aviable candidate, aggregated metrics of players that fail out of a team,activities and/or events that occur during team building (e.g.,candidates suggested, declined, accepted, removed, etc.), average timebefore a team accepts a particular combination/composition (e.g.,champion-role-position), number of declines/accepts/kicks per slot,number or average number of teams a player joins before settling in ateam, events that compose a player's GFA score, and so on.

Turning to FIG. 12, a flowchart 12000 illustrating an operation of theteam building server 1100 as described above is shown. The team buildingserver 1100 monitors for a Find Solo Players request from a captain asdescribed in FIG. 9 above (Action Block 12100). When the Find SoloPlayers request is received (Decision Block 12200), the team buildingserver 1100 queries the captain's profile in the user profile database1110 for team composition that may have been saved from previous teambuilding session (Action Block 12300). If a saved team composition isfound (Decision Block 12400), the team building server 1100 uses thesaved team composition as the default team configuration and starts thesearch for other players (Action Block 12500). If a team composition hasnot been saved, the team building server 1100 queries the captain forthe team configuration, as described in FIG. 10 above (Action Block12450).

When the team building server 1100 has found one or more players withthe matching composition for the team, the team building server 1100displays the suggested players and starts the countdown counter asdescribed in FIG. 11 above (Action Block 12600). If any suggested playeris declined by the captain or by auto-decline (Decision Block 12700),the team building server 1100 goes back to search for other players(Action Block 12500). If all suggested players are accepted by thecaptain or by auto-accept, the team building server 1100 monitors for aPlay Game request (Action Block 12800).

Turning to FIG. 13, a flowchart 13000 illustrating an operation of theteam building server 1100 as described above is shown. When the teambuilding server 1100 receives an electronic Play Game request, the teambuilding server 1100 saves each player's composition (champion, role,position, and so on) in the player's profile in the user profiledatabase 1110 (Action Block 13100). The team building server 1100 alsosaves the team composition in the captain's profile (Action Block13200), and saves each player's activities, behavior, and any othermetrics in the player's profile (Action Block 13300). Based on theplayer's activities and behavior, the team building server 1100calculates penalties, scores, and any other metrics and save them in theuser profile database (Action Block 13400). After the team buildingserver 1100 calculates and saves all data, the team building server 1100transmits or transfers the game to the game session server 140 (ActionBlock 13500).

In a system 1000 having millions of active players at any given time,the team building server system 1100 described above may involvemillions of data points to calculate. Thus, according to an embodiment,when a user logs in to find or create a team, the user's activities andbehavior data may immediately be cached into an in-memory systemdatabase known in the art for fast access and fast calculations toenable seamless team building.

In the foregoing specification, the invention has been described withreference to specific embodiments thereof. It will, however, be evidentthat various modifications and changes may be made thereto withoutdeparting from the broader spirit and scope of the invention. Forexample, the reader is to understand that the specific ordering andcombination of process actions described herein is merely illustrative,and the invention may appropriately be performed using different oradditional process actions, or a different combination or ordering ofprocess actions. For example, this invention is particularly suited foronline gaming systems; however, the invention can be used for anymulti-user online system in general. Additionally and obviously,features may be added or subtracted as desired. Accordingly, theinvention is not to be restricted except in light of the attached claimsand their equivalents.

What is claimed is:
 1. An online multiuser game system, comprising: anonline game session server system communicatively coupled to a networkfor access by a plurality of users to establish a plurality ofinteractive games sessions, wherein each game session includes at leastone team; an online team building server operatively coupled to theonline game session server system enabling a first user to define apreferred composition of users for a first team; and a user profiledatabase coupled to the online game session server system and the teambuilding server including an electronic profile for each of theplurality of users, wherein the electronic profile includes dataindicating whether the user associated with the electronic profilecomplies with the definition of the preferred composition of the firstteam, wherein the online team building server, during operation, willcreate a proposed team of users for a game session based at least inpart on the preferred composition for the first team defined by thefirst user upon the first user's electronic request transmitted to theonline team building server.
 2. The system of claim 1, wherein a user'sprofile includes a particular role type and wherein a preferredcomposition can be defined, at least in part, by particular role type.3. The system of claim 1, wherein the preferred composition can bedefined, at least in part, by the minimum and/or maximum number of userson the team.
 4. The system of claim 1, wherein a user's profile includesbehavioral data associated with the user, and wherein the preferredcomposition can be defined, at least in part, by said behavioral data.5. The system of claim 1, wherein a user's profile includes historicaldata associated with the user, and wherein the preferred composition canbe defined, at least in part, by said historical data.
 6. The system ofclaim 5, wherein said historical data includes data related to the firstuser's historical interactions with a second user.
 7. The system ofclaim 1, wherein the preferred composition can be defined, at least inpart, by one or more specific user identifications.
 8. The system ofclaim 1, wherein the first user may decline or accept at least one userfrom the proposed team created by the team building server.
 9. Thesystem of claim 1, wherein the team building server is furtherconfigured to send a request to one or more users to the join theproposed team in accordance with the preferred composition, and furtherwherein a requested player may decline or accept said request.
 10. Thesystem of claim 9, wherein the team building server is furtherconfigured to send one or more requests to one or more alternative usersin response to a previously requested player declining a previousrequest.
 11. A server system having one or more processorscommunicatively coupled to a network and configured to provide access toa plurality of users to establish a plurality of interactive gamessessions, wherein each game session includes at least one team of users,said system comprising: a user profile database that stores anelectronic profile for each of the plurality of users, a non-transitorycomputer-readable medium with a sequence of instructions which, whenexecuted by the one or more processors, causes said one or moreprocessors to execute an electronic process that enables a first user todefine a preferred composition of users for a first team, said processcomprising: providing an electronic user interface enabling the firstuser to define a preferred composition of users for a first team;querying the user profile database to identify electronic profiles ofusers in compliance with the preferred composition; and creating aproposed team of users for a game session in compliance with thepreferred composition based on results from querying the user profiledatabase.
 12. The system of claim 11, wherein a user's profile includesa particular role type and wherein a preferred composition can bedefined, at least in part, by particular role type
 13. The system ofclaim 11, wherein the preferred composition can be defined, at least inpart, by the minimum and/or maximum number of users on the team.
 14. Thesystem of claim 11, wherein a user's profile includes behavioral dataassociated with the user, and wherein the preferred composition can bedefined, at least in part, by said behavioral data.
 15. The system ofclaim 11, wherein a user's profile includes historical data associatedwith the user, and wherein the preferred composition can be defined, atleast in part, by said historical data.
 16. The system of claim 15,wherein said historical data includes data related to a first user'shistorical interactions with a second user.
 17. The system of claim 11,wherein the preferred composition can be defined, at least in part, byone or more specific user identifications.
 18. A server system havingone or more processors communicatively coupled to a network andconfigured to provide access to a plurality of users to establish aplurality of interactive games sessions, wherein each game sessionincludes at least one team of users, said system comprising: anon-transitory computer-readable medium with a sequence of instructionswhich, when executed by the one or more processors, causes said one ormore processors to execute an electronic process that enables a firstuser to define a preferred composition of users for a first team, saidprocess comprising: receiving at least one preferred composition of thefirst team and a preferred composition for at least one other player onsaid team from the first user; and creating a team based at least inpart on the preferred composition for the team and preferred compositionfor the at least one other player provided by the first user.
 19. Thesystem of claim 18, further comprising saving the preferred compositionfor a team and the preferred composition for each player in a userprofile database.
 20. The system of claim 18, further comprising usingthe preferred compositions for a team and the preferred composition foreach player in the user profile database as default selections forcreating a team.